Graywolfe, it's really not a choice or opinion.
I am very surprised from your sentences, however there is not much to discuss about it.
The hardware of the DK2 delivers twice the resolution and no pixel positioning errors when green is used.
Of course it is free to you to prefer a heavily superior image quality, however I can say for sure that the large majority of the DK2 users would be VERY happy to get the color changes.
Simply because it changes ED from a "nice demo" to a "nice game", with the current colors and without matrix mod it's more a demo than a game on VR.
Did you even try it in green? I posted examples on the first page of this thread. Do yourself a favor and move the browser with the examples over to your extended desktop of the DK2.
Then look at the difference, you can even make the text smaller and green stays readable while red completely fades away.
You are welcome to prefer another color still but you will have to recognize more than twice the "accuracy" you receive from the change. (twice resolution, no pixel distortion).
This is not something to oppose, if you like VR and would like to see good implementations then you need to support movements that aim to teach developers how to design for VR.
The orage color used is a perfect example of development without enough knowledge about the hardware in use.
With the right knowledge at the right people they would likely have never distributed the game for VR in orange designs. It's like forcing 60 fps vsync and then adding oculus support, it will not work out.
Aside that, it is very likely that even the CV1 will have an oled display in pentile matrix. Samsung is the #1 display producer and all of Samsungs flagships use Pentile (it's a Samsung technology).
So even if they increase the resolution on CV1, and I am sure they do it.
In such a likely case non green colors will suffer from half the resolution and pixel distortion also on CV1.
A 4k resolution would make the effect small, a 8k resolution would remove the problems.
And 4k as well as 8k will not help us because we do not have the GPU power to render at these resolutions and 110 FPS+.
Even a 3x SLI Nvidia 980GTX will not render that in good quality.
So for quite a long time developers will have to learn about hardware limitations.
Maybe CV2 or CV3 will use a display that was developed for VR but I'm not going to wait for that
I have attached the sample image again, I doubt you will change your mind but you will really have to close both eyes to not see a major difference.